A five-factor model of impulsivity was identified, with predicting higher symptom counts for Internet Gaming Disorder.
Two factors, Urgency and , were associated with symptom severity in Internet Gaming Disorder.
Urgency was linked to symptom counts above 7/9 criteria for Internet Gaming Disorder and the clinical cut-off for Gaming Disorder.
The exploratory analysis indicated that gaming behavior is related to all five identified factors of impulsivity.
The two-factor model of impulsivity showed good fit in confirmatory analysis, indicating its relevance to Gaming Disorder.
Simplified
BACKGROUND: Research suggests that a two-factor model of impulsivity predicts Substance Use Disorder and Gambling Disorder. We aimed to determine whether a similar factor structure was present for Gaming Disorder (GD) and Internet Gaming Disorder (IGD).
METHODS: Secondary data analysis was conducted on survey responses from 372 participants who had completed a series of questions on facets of impulsivity and their involvement in gaming. Participants were sampled from gaming forums and an online recruitment website. Exploratory factor analysis was conducted on the measures of trait impulsivity, and the identified factors were then analyzed against measures of Gaming Disorder and Internet Gaming Disorder. A confirmatory factor analysis was then run to confirm the model.
RESULTS: The exploratory results suggested a five-factor model of impulsivity, with gaming being related to all five factors. Interestingly, only two of those factors ( (Positive Urgency, Negative Urgency, Delay Discounting) and (Impaired) Inhibitory Control (False Button Presses on Go/No-Go Tasks)) predicted symptom counts above the clinical cut-off for IGD. In addition, Urgency was related to symptom counts above 7/9 criteria for IGD, as well as symptom counts above the suggested clinical cut-off for GD. The confirmatory factor analysis suggested that this two-factor model of impulsivity had 'good fit.'
CONCLUSIONS: This two-factor model of impulsivity is similar to those found in established addiction disorders, in that one factor appears to predict more problematic involvement than the other. However, the results indicate that Urgency predicts higher symptom counts than (Impaired) Inhibitory Control. This contrasts with previous findings on substance use and gambling, where (Impaired) Inhibitory Control was the factor predicting problematic use. However, there was evidence to suggest that gaming is similar to alcohol consumption, where socially acceptable, "healthy," use is related to impulsivity at some level, but Urgency is key in the transition from recreational to disordered behavior.
Key numbers
372
Participants completing survey
Total number of participants who completed the impulsivity and gaming surveys.
7 of 9
Symptom criteria for IGD
Participants with showed symptom counts above 7 out of 9 criteria for IGD.
3 of 4
Clinical cut-off for GD
The recommended clinical cut-off for diagnosing Gaming Disorder is 3 out of 4 symptoms.
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